That map has the same flaw as Paris. Only 1 viable pathway for most heroes and if someone cant make something extraordinary, that gate at first point is just all about spamming.
And on second point, theres only 1 viable way to the highground too. And its so ez to spam and deny that path entirely. The fact that hitscan such as soldier cowboy got so much advantage with that highground even with or without ulti. Playing DPS or SP is fine in that map, but mann, playing as tank is just torturing yourself as you pray your teammate would follow up in time and help you secure the highground or nothing can be done
The choke on hanamura isnât directly facing a high ground for the defending team.
Paris choke is.
Lunar is less of a choke but its completely surrounded by highground for the defenders.
Its the same reason numbani point a is widely considered bad too.
Weirdly though, no one seems to have a problem with dorado when the same thing applies
I find itâs closer to Temple of Anubis due to the nature of the high ground. That said, love it or hate it, itâs getting removed when OW2 comes out so itâs only a temporary thing.
I think itâs just that Hanamura has been here since release, so people have gotten used to its suckage.
blizzard world and hana defense and volksâŠoverwalk are just ishT maps.
Anubis highground is much lower and closer for the attack to jump in, or just take direct alternative route. Hanamura first gate is too big and the right side room is too small for every spamming abilities. Furthermore, its kinda point blank so the defenders always know what is coming such as reaper TP, ball rolling, etc and have enough time to react though. Anubis require much more reflex or u get rolled
This is true⊠what I kinda wish is idk maybe a Daily Rotation of the 2CP map. I think at this time it would be more interesting to see HLC and Paris in comp again and not only Hanamura, Temple and Volskaya
I vastly prefer Paris and HLC WAY more than Hanamura. Maybe itâs because Iâve played that terrible map so much while I havenât gotten the other two enough to hate themâŠ
I wish theyâd just remove 2CP completely at this point, Anubis is okay and Volskaya is tolerable but Hana needs to go RIGHT NOW.
Hanamura is my 2nd fav map in game.
Itâs so fun to defend on it, as Pharah, esp 2nd point
Up until paris and horizon, hanamura was the most hated map. People stop giving it so much crap because blizzard gave us something to really cry about.
What about it? Not many people I know say they like 2CP.
Yup. Hanamura is almost as bad.
I find it hypocritical if ppl are complaining about paris but not hanamura as well.
Eh i love both hanamura and paris. HLC sucks because it is butt ugly
Glad to see people finally noticing these trash maps. And please donât forget Numbani first point, which is, uncoincidentally, another checkpoint style of objective. The defendersâ high ground advantage is so huge that sometimes you can even win 5v6 with it. And there is the same unattackable choke for high ground, just like Hanamura.
Of course you love these maps on defender side. I dare you, if tomorrow Overwatch remove all characterâs ultimate, defenders on these maps will probably have 90% winrate. The only way to lose currently is syncâed Ults, or stupid defender mistakes.
Well, yeah. 2CP is biased towards defense on the grounds that, most of the time, if you lose one fight, you lose the point. Itâs less bad on point B since the defender spawns are generally much closer to the point, but itâs not uncommon to get wiped off a point one time and lose.
I personally hate Paris because the walk from spawn to the points is just way too big on both sides. It takes almost all of setup to walk from the defenderâs spawn to point A and it takes like 30 seconds to walk from the second attackerâs spawn to point B. When you die on Paris, youâre basically guaranteed to spend the next 40 seconds twiddling your thumbs while you try to get back into the fight.
HLC is poorly designed imo. Point A defenders have way too much of an advantage with wrapped around high ground. All of the flank routes are completely exposed, except the gimmicky out of bounds area with low grav that sucks and ends with your team getting thrashed in the bottleneck as soon as the doors open.
Point B is equally as bad but the other way. The entire point is wide open and has almost no cover for the defending team and the attacking team gets free high ground and flanking to both sides of the point. At least Paris has the statue in the middle of the point and Hanamura has the lanterns. The little pegs for the winch are rarely helpful and pretty much feel like theyâre there solely for Sym to throw turrets on. Besides being visually bland, HLC is just too imbalanced for defense on point A and attack on point B.
Plus a huge issue with these two maps (in QP) is that you never start them with a full lobby because people leave. I didnât always leave when I got these maps, but everyone else does and Iâm tired of getting rolled on them. Thereâs no good or fun gameplay on these maps.
The one thing Hanamura has going for it is that the map is condensed. It doesnât take an overly long time to get to the points on either side. You walk around the corner from the first attackerâs spawn and, bam, youâre already in the fight.
Thereâs plenty of cover for both sides to use on point A and point B. The high ground doesnât (always) decide point A and itâs easily accessible for both sides on point B. Likewise, the flank route over the cliff isnât accessible by some characters so itâs easier to track where the enemy team will be and where theyâll be pushing from. The first choke is hard to break through, but it has to be otherwise defending teams would almost always get rolled on point A.
Personally, I find that Hanamura has very similar design problems to Paris (at least for the first point), but they arenât as pronounced. Thereâs the chokepoint-heavy approach - but the choke has wider angles on both sides, and some actual cover on the attacker side. Thereâs a defender high ground near the choke - but itâs not looking directly to the attackersâ direction of approach, and isnât quite as easily accessible, covered or large. Thereâs the alternate approach - but itâs available for any hero with vertical mobility, instead of only the few most extreme ones, and itâs sensibly traversable in both directions.
I havenât paid as much attention to (read: analyzed) the point Bs, but they feel rather similar to me in pretty much all the Assault maps anyway. Not quite interchangeable, but close.
To be fair, I find the only reasonably well-designed Assault map to be Volskaya, mainly because it pretty much only seems to show problems common to the whole gamemode instead of more specific ones.